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/******************************************************************************
 *	 Copyright 2024 NVIDIA Corporation. All rights reserved.	 *
 ******************************************************************************
 
Permission is hereby granted by NVIDIA Corporation ("NVIDIA"), free of charge,
to any person obtaining a copy of the sample definition code that uses our 
Material Definition Language (the "MDL Materials"), to reproduce and distribute
the MDL Materials, including without limitation the rights to use, copy, merge,
publish, distribute, and sell modified and unmodified copies of the MDL 
Materials, and to permit persons to whom the MDL Materials is furnished to do
so, in all cases solely for use with NVIDIA's Material Definition Language,
subject to the following further conditions:

1. The above copyright notices, this list of conditions, and the disclaimer
that follows shall be retained in all copies of one or more of the MDL
Materials, including in any software with which the MDL Materials are bundled,
redistributed, and/or sold, and included either as stand-alone text files,
human-readable headers or in the appropriate machine-readable metadata fields
within text or binary files as long as those fields can be easily viewed by the
user, as applicable.
2. The name of NVIDIA shall not be used to promote, endorse or advertise any 
Modified Version without specific prior written permission, except a) to comply
 with the notice requirements otherwise contained herein; or b) to acknowledge
the contribution(s) of NVIDIA.

THE MDL MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT,
TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA CORPORATION BE LIABLE FOR 
ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, 
INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF 
CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE
THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS.
*/

mdl 1.6;

import ::anno::*;
import ::base::*;
import ::df::*;
import ::math::*;
import ::state::*;
import ::tex::*;
import ::nvidia::core_definitions::blend_colors;
import ::nvidia::core_definitions::dimension;


const string COPYRIGHT = 
" Copyright 2024 NVIDIA Corporation. All rights reserved.\n"
" MDL MATERIALS ARE PROVIDED PURSUANT TO AN END USER LICENSE  AGREEMENT,\n"
" WHICH WAS ACCEPTED IN ORDER TO GAIN ACCESS TO THIS FILE.  IN PARTICULAR,\n" 
" THE MDL MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n"
" EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\n"
" MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF\n" 
" COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA\n"
" CORPORATION BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY\n"
" GENERAL, SPECIAL,  INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN\n"
" AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR\n"
" INABILITY TO USE THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS.\n";

const string DESCRIPTION = 	"A brushed bronze material with controls to add wear and dirt. Use the "
						"'Copper Tint' parameter to fade from a yellowish (0.0) to a reddish (1.0) bronze.";

color gradient_lookup_smooth(uniform texture_2d gradient_texture, float position, float gradient_select = 0)
{
	// Pixel centers lie in the middle. To properly access the pixel centers of the gradients, apply an offset
	float2 texel_coord = float2(position, gradient_select + (0.5f / ::tex::height(gradient_texture)));
	return color(::tex::lookup_float3(gradient_texture, texel_coord));
}

float3 srgb2rgb(float3 val)
{
	return ::math::pow(::math::max(val, float3(0.0f)), 2.2);
}

float uint2float(int x)
{
	return float(x & 0x7FFFFFFF) + (x < 0 ? 2147483648.0 : 0.0);
}

int lowbias32(int x)
{
	x ^= x >>> 16;
	x *= 0x7feb352d;
	x ^= x >>> 15;
	x *= 0x846ca68b;
	x ^= x >>> 16;
	return x;
}

float2 rnd22(int2 p) {
	float2 ret_val = float2(
		uint2float(lowbias32(p[0] + lowbias32(p[1]))) / 4294967296.f,
		uint2float(lowbias32(p[0] + 32000 + lowbias32(p[1]))) / 4294967296.f
	);
	return ret_val;
}	

::base::texture_coordinate_info vmat_transform(
								uniform float2 translation = float2(0.0, 0.0),
								uniform float rotation	 = 0.0,
								uniform float2 scaling	 = float2(1.0, 1.0),
								uniform ::base::texture_coordinate_system system = ::base::texture_coordinate_uvw,
								uniform int uv_space	   = 0
)
{
	float4x4 scale =
	float4x4(1.0 /scaling.x, 0.			 ,  0. ,	 0.,
			 0.			, 1.0 /scaling.y ,  0. ,	 0.,
			 0.			, 0.			 ,  1.0,	 0.,
			 translation.x , translation.y  ,  0.0,	 1.);

	float s = ::math::sin(rotation);
	float c = ::math::cos(rotation);
	float4x4 rotate =
	float4x4(  c  ,  -s   , 0.0 , 0.0,
			   s  ,   c   , 0.0 , 0.0,
			   0.0,   0.0 , 1.0 , 0.0,
			   0. ,   0.0 , 0.0 , 1.);
	
	return ::base::transform_coordinate(scale*rotate, ::base::coordinate_source(system, uv_space));
}

float2x2 invert_2x2(float2x2 M)
{
	float det = M[0][0]*M[1][1] - M[0][1]*M[1][0];
	//https://www.chilimath.com/lessons/advanced-algebra/inverse-of-a-2x2-matrix/
	return (1.0 / det) * float2x2(M[1][1], -M[0][1], -M[1][0], M[0][0]);
}

float3 nonrepeat_lookup(
	uniform texture_2d texture = texture_2d(),
	::base::texture_coordinate_info uvw = ::base::coordinate_source(),
	float texture_scale = 1.0,
	float3 average_color = float3(0.5),
	float patch_size = 8.0
)
{
	
	float2 uv_in = float2(uvw.position[0], uvw.position[1]) * texture_scale;
	float Z =  patch_size;	 // patch scale inside example texture
	float CON = 1.0f;
	
	float3 O = float3(0.f);
	float2x2 M0 = float2x2(1.f,0.f, 0.5f, ::math::sqrt(3.f)/2.f);
	float2x2 M = invert_2x2(M0); // transform matrix <-> tilted space
	
	float2 U = uv_in;
	float2 V = M * uv_in; //pre-tilted hexa coordinates
	int2 I = int2(::math::floor(V)); // hexa-tile id
	
	// The mean color needs to be determined in Photoshop then to make the
	// average color work out, take the float value and calculate the apropriate
	// mean value as (value^(1/2.2))

	float3 m = average_color;
	
	float3 F = float3(::math::frac(V)[0], ::math::frac(V)[1], 0.f), W;
	F[2] = 1.0 - F[0] - F[1]; // local hexa coordinates
	
	if( F[2] > 0.f )

		O = (W[0] = F[2]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I))) - m*float(CON))
		  + (W[1] = F[1]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(0,1)))) - m*float(CON))
		  + (W[2] = F[0]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1,0)))) - m*float(CON));
	else
		O = (W[0] =	  -F[2]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1))))   - m*float(CON))
		  + (W[1] = 1.f - F[1]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1, 0)))) - m*float(CON))
		  + (W[2] = 1.f - F[0]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(0, 1)))) - m*float(CON));
	O = m + O/::math::length(W);
	O = ::math::clamp( (O), 0.0, 1.0);
	
	return float3(O);
}


float histogram_range(float input, float range, float position)
{	
	float low = ::math::clamp(1.0 - ::math::min(((1.0 - position) + range * 0.5), (1.0 - position) * 2), 0.0, 1.0);
	float high = ::math::clamp(::math::min((position + range * 0.5 ), position * 2.0), 0.0, 1.0);
	return ::math::lerp(low, high, input);
}

color endless_texture(
	uniform texture_2d texture = texture_2d(),
	::base::texture_coordinate_info uvw = ::base::coordinate_source(),
	float texture_scale = 10.0,
	float3 average_color = float3(0.5, 0.5, 1.0),
	float patch_size = 8.0,
	bool gamma_correct_lookup = true
)
{
	return gamma_correct_lookup ? color(srgb2rgb(
			nonrepeat_lookup (
				texture: texture,
				uvw: uvw,
				texture_scale: texture_scale,
				average_color: average_color,
				patch_size: patch_size
			))
		) : color(nonrepeat_lookup (
			texture: texture,
			uvw: uvw,
			texture_scale: texture_scale,
			average_color: average_color,
			patch_size: patch_size
		));
}

float3 endless_normal(
	uniform texture_2d texture = texture_2d(),
	float factor = 1.0,
	bool flip_tangent_u = false,
	bool flip_tangent_v = false,
	::base::texture_coordinate_info uvw = ::base::coordinate_source(),
	float texture_scale = 1.0,
	float3 average_color = float3(0.5, 0.5, 1.0),
	float patch_size = 8.0
)
{
	float3 transformed_tangent_u = flip_tangent_u ? uvw.tangent_u : - uvw.tangent_u;
	float3 transformed_tangent_v = flip_tangent_v ? uvw.tangent_v : - uvw.tangent_v;
	
	if (flip_tangent_u)
		transformed_tangent_u=-transformed_tangent_u;
	if (flip_tangent_v)
		transformed_tangent_v=-transformed_tangent_v;

	// normalized Lookup
	float3 tangent_space_normal =
		 (nonrepeat_lookup (
			texture: texture,
			uvw: uvw,
			texture_scale: texture_scale,
			average_color: average_color,
			patch_size: patch_size
		) - 0.5) * (2.0 * factor);
		
	 return ::math::normalize(uvw.tangent_u * tangent_space_normal.x +
		  uvw.tangent_v * tangent_space_normal.y +
		  ::state::normal()*1.0); 
}


::base::anisotropy_return anisotropy_conversion(
	float roughness = 0.0,
	float anisotropy = 0.0,
	float anisotropy_rotation = 0.0,
	float3 tangent_u = ::state::texture_tangent_u(0)
)
{
	::base::anisotropy_return return_value(
		roughness_u: roughness * roughness,
		roughness_v: roughness * roughness,
		tangent_u: tangent_u
	);

	if (anisotropy > 0.f) {
		// Allows for infinite anisotropy when roughness==0, full roughness when anisotropy==0 (saturated later on)
		return_value.roughness_u += ::math::pow(anisotropy,4);

		if (anisotropy_rotation > 0.f && anisotropy_rotation < 1.f) {
			float3 tangent_v = ::math::cross(::state::normal(), tangent_u);		 // assumed these are normalized already
			float rotation_angle = 2.f * ::math::PI * anisotropy_rotation;
			return_value.tangent_u = tangent_u * ::math::cos(rotation_angle) - tangent_v * ::math::sin(rotation_angle);
		}
	}

	return_value.roughness_u = ::math::min(1.f, return_value.roughness_u);
	return_value.roughness_v = ::math::min(1.f, return_value.roughness_v);
	
	return return_value;
}

export material Bronze_Brushed(
	float copper_tint = 0.5f [[
		::anno::description("Blends between the bronze types. 0.0 yields yellowish bronze, increasing the copper amount fades to reddish bronze."),
		::anno::display_name("Copper Tint"),
		::anno::in_group("Appearance"),
		::anno::hard_range(0.f, 1.f),
		::anno::ui_order(0)
	]],
	float brushing_roughness = 0.09f [[
		::anno::description("Adjusts the overall roughness of the brushed metal."),
		::anno::display_name("Brushing Roughness"),
		::anno::in_group("Appearance"),
		::anno::hard_range(0.f, 1.f),
		::anno::ui_order(1)
	]],
	float brushing_anisotropy = 0.42f [[
		::anno::description("A higher value stretches out the reflection."),
		::anno::display_name("Brushing Anisotropy"),
		::anno::in_group("Appearance"),
		::anno::hard_range(0.f, 1.f),
		::anno::ui_order(2)
	]],
	float brush_darkening = 0.69f [[
		::anno::description("Adds brightness variation to the brushing pattern which gives a more pronounced look to the brushing effect. Also darkend the appearance."),
		::anno::display_name("Brush Darkening"),
		::anno::in_group("Appearance"),
		::anno::hard_range(0.f, 1.f),
		::anno::ui_order(3)
	]],
	float surface_dirt = 0.01f [[
		::anno::description("Adds a layer of dirt on the surface which darkens the appearance."),
		::anno::display_name("Surface Dirt"),
		::anno::in_group("Appearance"),
		::anno::hard_range(0.f, 1.f),
		::anno::ui_order(4)
	]],
	float dirt_dents = 0.01f [[
		::anno::description("Adds dirt in the areas where dents appear on the surface."),
		::anno::display_name("Dents Dirt"),
		::anno::in_group("Appearance"),
		::anno::hard_range(0.f, 1.f),
		::anno::ui_order(5)
	]],
	float bump_strength = 0.01f [[
		::anno::description("Specifies the strength of the bump."),
		::anno::display_name("Bump Strength"),
		::anno::in_group("Appearance"),
		::anno::hard_range(0.f, 1.f),
		::anno::ui_order(6)
	]],
	uniform float2 texture_translate = float2(0.f) [[
		::anno::description("Controls the position of the texture."),
		::anno::display_name("Texture Translate"),
		::anno::in_group("Transform"),
		::anno::ui_order(7)
	]],
	uniform float texture_rotate = 0.f [[
		::anno::description("Rotates angle of the texture in degrees."),
		::anno::display_name("Texture Rotate"),
		::anno::in_group("Transform"),
		::anno::soft_range(0.f, 360.f),
		::anno::ui_order(8)
	]],
	uniform float2 texture_scale = float2(1.0f) [[
		::anno::description("Larger numbers increase the size."),
		::anno::display_name("Texture Scale"),
		::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(0.6f, 0.6f)),
		::anno::ui_order(9)
	]],
	uniform bool roundcorners_enable = false [[
		::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
		::anno::display_name("Enable Round Corners"),
		::anno::in_group("Round Corners"),
		::anno::ui_order(10)
	]],
	uniform float roundcorners_radius_mm = 1.0f [[
		::anno::description("Radius of the rounded corners in millimeters."),
		::anno::display_name("Round Corner Radius (mm)"),
		::anno::in_group("Round Corners"),
		::anno::soft_range(0.f, 10.f),
		::anno::ui_order(11)
	]],
	uniform bool roundcorners_across_materials = true [[
		::anno::description("Applies the round corner effect across different materials when enabled."),
		::anno::display_name("Across Materials"),
		::anno::in_group("Round Corners"),
		::anno::ui_order(12)
	]],
	uniform int uv_space_index = 0 [[
		::anno::description("Uses selected UV space for material."),
		::anno::display_name("UV Space Index"),
		::anno::in_group("Advanced"),
		::anno::hard_range(0, 10),
		::anno::ui_order(13)
	]])
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
	::anno::contributor("Maik Rohland"),
	::anno::display_name("Bronze Brushed - Smooth Subtle"),
	::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Bronze_Brushed.Bronze_Brushed.png"),
	::anno::key_words(string[]("metal", "bronze", "brushed", "anisotropic", "new", "shiny", "smooth", "reflective", "design", "sanitary", "yellow", "warm"))
]]
 = 
	let {
		float copper_amount_remap = copper_tint / 1.5f;
		bool tmp0 = false;
		float2 texture_rescale = texture_scale * 0.5f;
		material_surface tmp1(::df::weighted_layer(::math::max(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).z * surface_dirt, ::math::min(dirt_dents, float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).y)), ::df::diffuse_reflection_bsdf(color(0.0173889995f, 0.0125169996f, 0.00369399996f), 0.f), ::df::custom_curve_layer(0.f, 1.f, 5.35999966f, 1.f, ::df::weighted_layer(0.349999994f, ::df::microfacet_ggx_smith_bsdf(0.0625f, 0.0625f, nvidia::core_definitions::blend_colors(color(1.f, 1.f, 1.f), color(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x), ::base::color_layer_multiply, brush_darkening).tint, nvidia::core_definitions::blend_colors(color(1.f, 1.f, 1.f), color(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x), ::base::color_layer_multiply, brush_darkening).tint, ::state::texture_tangent_u(0), ::df::scatter_reflect), ::df::weighted_layer(1.f, ::df::microfacet_ggx_smith_bsdf(anisotropy_conversion(histogram_range(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x, 0.539999962f, brushing_roughness * 0.300000012f + 0.0500000007f), histogram_range(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x, 1.f, brushing_anisotropy * 0.610000014f + 0.170000002f), texture_rotate / 360.f, ::state::texture_tangent_u(0)).roughness_u, anisotropy_conversion(histogram_range(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x, 0.539999962f, brushing_roughness * 0.300000012f + 0.0500000007f), histogram_range(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x, 1.f, brushing_anisotropy * 0.610000014f + 0.170000002f), texture_rotate / 360.f, ::state::texture_tangent_u(0)).roughness_v, nvidia::core_definitions::blend_colors(color(1.f, 1.f, 1.f), color(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x), ::base::color_layer_multiply, brush_darkening).tint, nvidia::core_definitions::blend_colors(color(1.f, 1.f, 1.f), color(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x), ::base::color_layer_multiply, brush_darkening).tint, anisotropy_conversion(histogram_range(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x, 0.539999962f, brushing_roughness * 0.300000012f + 0.0500000007f), histogram_range(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x, 1.f, brushing_anisotropy * 0.610000014f + 0.170000002f), texture_rotate / 360.f, ::state::texture_tangent_u(0)).tangent_u, ::df::scatter_reflect), bsdf(), endless_normal(texture_2d("./textures/brushed_metal_linear_norm.jpg", ::tex::gamma_linear), bump_strength, false, false, vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.5f, 0.5f, 0.999000013f), 6.12999964f)), endless_normal(texture_2d("./textures/brushed_metal_linear_norm.jpg", ::tex::gamma_linear), bump_strength, false, false, vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.5f, 0.5f, 0.999000013f), 6.12999964f)), ::df::tint(gradient_lookup_smooth(texture_2d("./textures/bronze_gradients.png", ::tex::gamma_srgb), ::math::pow(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).z, 0.399999976f), copper_amount_remap), ::df::weighted_layer(0.349999994f, ::df::microfacet_ggx_smith_bsdf(0.0625f, 0.0625f, nvidia::core_definitions::blend_colors(color(1.f, 1.f, 1.f), color(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x), ::base::color_layer_multiply, brush_darkening).tint, nvidia::core_definitions::blend_colors(color(1.f, 1.f, 1.f), color(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x), ::base::color_layer_multiply, brush_darkening).tint, ::state::texture_tangent_u(0), ::df::scatter_reflect), ::df::weighted_layer(1.f, ::df::microfacet_ggx_smith_bsdf(anisotropy_conversion(histogram_range(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x, 0.539999962f, brushing_roughness * 0.300000012f + 0.0500000007f), histogram_range(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x, 1.f, brushing_anisotropy * 0.610000014f + 0.170000002f), texture_rotate / 360.f, ::state::texture_tangent_u(0)).roughness_u, anisotropy_conversion(histogram_range(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x, 0.539999962f, brushing_roughness * 0.300000012f + 0.0500000007f), histogram_range(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x, 1.f, brushing_anisotropy * 0.610000014f + 0.170000002f), texture_rotate / 360.f, ::state::texture_tangent_u(0)).roughness_v, nvidia::core_definitions::blend_colors(color(1.f, 1.f, 1.f), color(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x), ::base::color_layer_multiply, brush_darkening).tint, nvidia::core_definitions::blend_colors(color(1.f, 1.f, 1.f), color(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x), ::base::color_layer_multiply, brush_darkening).tint, anisotropy_conversion(histogram_range(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x, 0.539999962f, brushing_roughness * 0.300000012f + 0.0500000007f), histogram_range(float3(endless_texture(texture_2d("./textures/brass_multi_R_brushing_G_scratches_B_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.523999989f, 0.112999998f, 0.591000021f), 6.12999964f, false)).x, 1.f, brushing_anisotropy * 0.610000014f + 0.170000002f), texture_rotate / 360.f, ::state::texture_tangent_u(0)).tangent_u, ::df::scatter_reflect), bsdf(), endless_normal(texture_2d("./textures/brushed_metal_linear_norm.jpg", ::tex::gamma_linear), bump_strength, false, false, vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.5f, 0.5f, 0.999000013f), 6.12999964f)), endless_normal(texture_2d("./textures/brushed_metal_linear_norm.jpg", ::tex::gamma_linear), bump_strength, false, false, vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.5f, 0.5f, 0.999000013f), 6.12999964f))), ::state::normal()), endless_normal(texture_2d("./textures/brushed_metal_linear_norm.jpg", ::tex::gamma_linear), bump_strength, false, false, vmat_transform(texture_translate, texture_rotate, texture_rescale, ::base::texture_coordinate_uvw, uv_space_index), 6.08999968f, float3(0.5f, 0.5f, 0.999000013f), 6.12999964f)), material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance));
		material_surface tmp2 = material_surface(scattering: bsdf(), emission: material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance));
		color tmp3 = color(1.f, 1.f, 1.f);
		material_volume tmp4 = material_volume(scattering: vdf(), absorption_coefficient: color(0.f, 0.f, 0.f), scattering_coefficient: color(0.f, 0.f, 0.f));
		material_geometry tmp5(float3(0.f), 1.f, roundcorners_enable ? ::state::rounded_corner_normal(roundcorners_radius_mm * 0.00100000005f, roundcorners_across_materials, 1.f) : ::state::normal());
		hair_bsdf tmp6 = hair_bsdf();
	} in
		material(
			thin_walled: tmp0,
			surface: tmp1,
			backface: tmp2,
			ior: tmp3,
			volume: tmp4,
			geometry: tmp5,
			hair: tmp6);
			
// 2
export material Bronze_Brushed_Yellow_Fine(*)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
	::anno::contributor("Maik Rohland"),
	::anno::display_name("Bronze Brushed - Fine"),
	::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Bronze_Brushed.Bronze_Brushed_Yellow_Fine.png"),
	::anno::key_words(string[]("metal", "bronze", "brushed", "anisotropic", "new", "shiny", "smooth", "fine", "reflective", "design", "sanitary", "yellow", "warm"))
]] = Bronze_Brushed
(
	copper_tint:					0.50f,
	brushing_roughness:				0.05f,
	brushing_anisotropy:			0.76f,
	brush_darkening:				0.0f,
	surface_dirt:					0.0f,
	dirt_dents:						0.0f,
	bump_strength:					0.19f,
	texture_translate:				float2(0.0f),
	texture_rotate:					0.0f,
	texture_scale:					float2(1.0f),
	roundcorners_enable:			false,
	roundcorners_radius_mm:			1.0,
	roundcorners_across_materials:	false,
	uv_space_index: 				0
);

// 3
export material Bronze_Brushed_Yellow_Medium(*)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
	::anno::contributor("Maik Rohland"),
	::anno::display_name("Bronze Brushed - Medium"),
	::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Bronze_Brushed.Bronze_Brushed_Yellow_Medium.png"),
	::anno::key_words(string[]("metal", "bronze", "brushed", "anisotropic", "new", "shiny", "smooth", "reflective", "design", "sanitary", "yellow", "warm"))
]] = Bronze_Brushed
(
	copper_tint:					0.50f,
	brushing_roughness:				0.32f,
	brushing_anisotropy:			0.77f,
	brush_darkening:				0.0f,
	surface_dirt:					0.03f,
	dirt_dents:						0.3f,
	bump_strength:					0.48f,
	texture_translate:				float2(0.0f),
	texture_rotate:					0.0f,
	texture_scale:					float2(1.0f),
	roundcorners_enable:			false,
	roundcorners_radius_mm:			1.0,
	roundcorners_across_materials:	false,
	uv_space_index: 				0
);

// 4
export material Bronze_Brushed_Yellow_Dirty_Medium(*)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
	::anno::contributor("Maik Rohland"),
	::anno::display_name("Bronze Brushed - Dirty Medium"),
	::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Bronze_Brushed.Bronze_Brushed_Yellow_Dirty_Medium.png"),
	::anno::key_words(string[]("metal", "bronze", "brushed", "anisotropic", "dirty", "worn", "shiny", "rough", "reflective", "design", "sanitary", "yellow", "warm"))
]] = Bronze_Brushed
(
	copper_tint:					0.50f,
	brushing_roughness:				0.32f,
	brushing_anisotropy:			0.77f,
	brush_darkening:				0.0f,
	surface_dirt:					0.03f,
	dirt_dents:						0.3f,
	bump_strength:					0.48f,
	texture_translate:				float2(0.0f),
	texture_rotate:					0.0f,
	texture_scale:					float2(1.0f),
	roundcorners_enable:			false,
	roundcorners_radius_mm:			1.0,
	roundcorners_across_materials:	false,
	uv_space_index: 				0
);

// 5
export material Bronze_Brushed_Yellow_Strong(*)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
	::anno::contributor("Maik Rohland"),
	::anno::display_name("Bronze Brushed - Strong"),
	::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Bronze_Brushed.Bronze_Brushed_Yellow_Strong.png"),
	::anno::key_words(string[]("metal", "bronze", "brushed", "anisotropic", "new", "shiny", "rough", "reflective", "design", "sanitary", "yellow", "warm"))
]] = Bronze_Brushed
(
	copper_tint:					0.50f,
	brushing_roughness:				0.75f,
	brushing_anisotropy:			0.96f,
	brush_darkening:				0.55f,
	surface_dirt:					0.05f,
	dirt_dents:						0.05f,
	bump_strength:					0.73f,
	texture_translate:				float2(0.0f),
	texture_rotate:					0.0f,
	texture_scale:					float2(1.0f),
	roundcorners_enable:			false,
	roundcorners_radius_mm:			1.0,
	roundcorners_across_materials:	false,
	uv_space_index: 				0
);